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264 lines
10 KiB
C#
264 lines
10 KiB
C#
#region --- License ---
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/* Licensed under the MIT/X11 license.
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* Copyright (c) 2006-2008 the OpenTK Team.
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* This notice may not be removed from any source distribution.
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* See license.txt for licensing detailed licensing details.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Runtime.InteropServices;
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using System.Diagnostics;
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using OpenTK.Graphics;
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namespace OpenTK.Platform.X11
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{
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class X11GraphicsMode : IGraphicsMode
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{ // Todo: Add custom visual selection algorithm, instead of ChooseFBConfig/ChooseVisual.
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// It seems the Choose* methods do not take multisampling into account (at least on some
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// drivers).
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#region Constructors
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public X11GraphicsMode()
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{
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}
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#endregion
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#region IGraphicsMode Members
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public GraphicsMode SelectGraphicsMode(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum,
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int buffers, bool stereo)
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{
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GraphicsMode gfx; // The actual GraphicsMode that will be selected.
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IntPtr visual = IntPtr.Zero;
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IntPtr display = API.DefaultDisplay;
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// Try to select a visual using Glx.ChooseFBConfig and Glx.GetVisualFromFBConfig.
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// This is only supported on GLX 1.3 - if it fails, fall back to Glx.ChooseVisual.
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visual = SelectVisualUsingFBConfig(color, depth, stencil, samples, accum, buffers, stereo);
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if (visual == IntPtr.Zero)
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visual = SelectVisualUsingChooseVisual(color, depth, stencil, samples, accum, buffers, stereo);
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if (visual == IntPtr.Zero)
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throw new GraphicsContextException("Requested GraphicsMode not available.");
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XVisualInfo info = (XVisualInfo)Marshal.PtrToStructure(visual, typeof(XVisualInfo));
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// See what we *really* got:
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int r, g, b, a;
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Glx.GetConfig(display, ref info, GLXAttribute.ALPHA_SIZE, out a);
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Glx.GetConfig(display, ref info, GLXAttribute.RED_SIZE, out r);
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Glx.GetConfig(display, ref info, GLXAttribute.GREEN_SIZE, out g);
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Glx.GetConfig(display, ref info, GLXAttribute.BLUE_SIZE, out b);
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int ar, ag, ab, aa;
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Glx.GetConfig(display, ref info, GLXAttribute.ACCUM_ALPHA_SIZE, out aa);
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Glx.GetConfig(display, ref info, GLXAttribute.ACCUM_RED_SIZE, out ar);
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Glx.GetConfig(display, ref info, GLXAttribute.ACCUM_GREEN_SIZE, out ag);
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Glx.GetConfig(display, ref info, GLXAttribute.ACCUM_BLUE_SIZE, out ab);
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Glx.GetConfig(display, ref info, GLXAttribute.DEPTH_SIZE, out depth);
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Glx.GetConfig(display, ref info, GLXAttribute.STENCIL_SIZE, out stencil);
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Glx.GetConfig(display, ref info, GLXAttribute.SAMPLES, out samples);
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Glx.GetConfig(display, ref info, GLXAttribute.DOUBLEBUFFER, out buffers);
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++buffers; // the above lines returns 0 - false and 1 - true.
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int st;
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Glx.GetConfig(display, ref info, GLXAttribute.STEREO, out st);
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stereo = st != 0;
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gfx = new GraphicsMode(info.VisualID, new ColorFormat(r, g, b, a), depth, stencil, samples,
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new ColorFormat(ar, ag, ab, aa), buffers, stereo);
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Functions.XFree(visual);
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return gfx;
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}
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#endregion
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#region Private Members
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// See http://publib.boulder.ibm.com/infocenter/systems/index.jsp?topic=/com.ibm.aix.opengl/doc/openglrf/glXChooseFBConfig.htm
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// for the attribute declarations. Note that the attributes are different than those used in Glx.ChooseVisual.
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IntPtr SelectVisualUsingFBConfig(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum,
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int buffers, bool stereo)
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{
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List<int> visualAttributes = new List<int>();
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IntPtr visual = IntPtr.Zero;
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Debug.Print("Bits per pixel: {0}", color.BitsPerPixel);
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if (color.BitsPerPixel > 0)
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{
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if (!color.IsIndexed)
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{
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visualAttributes.Add((int)GLXAttribute.RGBA);
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visualAttributes.Add(1);
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}
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visualAttributes.Add((int)GLXAttribute.RED_SIZE);
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visualAttributes.Add(color.Red);
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visualAttributes.Add((int)GLXAttribute.GREEN_SIZE);
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visualAttributes.Add(color.Green);
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visualAttributes.Add((int)GLXAttribute.BLUE_SIZE);
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visualAttributes.Add(color.Blue);
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visualAttributes.Add((int)GLXAttribute.ALPHA_SIZE);
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visualAttributes.Add(color.Alpha);
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}
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Debug.Print("Depth: {0}", depth);
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if (depth > 0)
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{
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visualAttributes.Add((int)GLXAttribute.DEPTH_SIZE);
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visualAttributes.Add(depth);
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}
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if (buffers > 1)
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{
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visualAttributes.Add((int)GLXAttribute.DOUBLEBUFFER);
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visualAttributes.Add(1);
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}
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if (stencil > 1)
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{
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visualAttributes.Add((int)GLXAttribute.STENCIL_SIZE);
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visualAttributes.Add(stencil);
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}
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if (accum.BitsPerPixel > 0)
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{
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visualAttributes.Add((int)GLXAttribute.ACCUM_ALPHA_SIZE);
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visualAttributes.Add(accum.Alpha);
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visualAttributes.Add((int)GLXAttribute.ACCUM_BLUE_SIZE);
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visualAttributes.Add(accum.Blue);
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visualAttributes.Add((int)GLXAttribute.ACCUM_GREEN_SIZE);
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visualAttributes.Add(accum.Green);
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visualAttributes.Add((int)GLXAttribute.ACCUM_RED_SIZE);
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visualAttributes.Add(accum.Red);
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}
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if (samples > 0)
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{
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visualAttributes.Add((int)GLXAttribute.SAMPLE_BUFFERS);
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visualAttributes.Add(1);
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visualAttributes.Add((int)GLXAttribute.SAMPLES);
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visualAttributes.Add(samples);
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}
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if (stereo)
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{
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visualAttributes.Add((int)GLXAttribute.STEREO);
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visualAttributes.Add(1);
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}
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visualAttributes.Add(0);
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// Select a visual that matches the parameters set by the user.
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IntPtr display = API.DefaultDisplay;
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int screen = Functions.XDefaultScreen(display);
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IntPtr root = Functions.XRootWindow(display, screen);
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Debug.Print("Display: {0}, Screen: {1}, RootWindow: {2}", display, screen, root);
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try
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{
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unsafe
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{
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Debug.Print("Getting FB config.");
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int fbcount;
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// Note that ChooseFBConfig returns an array of GLXFBConfig opaque structures (i.e. mapped to IntPtrs).
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IntPtr* fbconfigs = Glx.ChooseFBConfig(display, screen, visualAttributes.ToArray(), out fbcount);
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if (fbcount > 0 && fbconfigs != null)
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{
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// We want to use the first GLXFBConfig from the fbconfigs array (the first one is the best match).
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visual = Glx.GetVisualFromFBConfig(display, *fbconfigs);
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Functions.XFree((IntPtr)fbconfigs);
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}
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}
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}
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catch (EntryPointNotFoundException)
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{
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Debug.Print("Function glXChooseFBConfig not supported.");
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return IntPtr.Zero;
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}
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return visual;
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}
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// See http://publib.boulder.ibm.com/infocenter/systems/index.jsp?topic=/com.ibm.aix.opengl/doc/openglrf/glXChooseVisual.htm
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IntPtr SelectVisualUsingChooseVisual(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum,
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int buffers, bool stereo)
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{
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List<int> visualAttributes = new List<int>();
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Debug.Print("Bits per pixel: {0}", color.BitsPerPixel);
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if (color.BitsPerPixel > 0)
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{
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if (!color.IsIndexed)
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visualAttributes.Add((int)GLXAttribute.RGBA);
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visualAttributes.Add((int)GLXAttribute.RED_SIZE);
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visualAttributes.Add(color.Red);
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visualAttributes.Add((int)GLXAttribute.GREEN_SIZE);
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visualAttributes.Add(color.Green);
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visualAttributes.Add((int)GLXAttribute.BLUE_SIZE);
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visualAttributes.Add(color.Blue);
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visualAttributes.Add((int)GLXAttribute.ALPHA_SIZE);
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visualAttributes.Add(color.Alpha);
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}
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Debug.Print("Depth: {0}", depth);
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if (depth > 0)
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{
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visualAttributes.Add((int)GLXAttribute.DEPTH_SIZE);
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visualAttributes.Add(depth);
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}
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if (buffers > 1)
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visualAttributes.Add((int)GLXAttribute.DOUBLEBUFFER);
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if (stencil > 1)
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{
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visualAttributes.Add((int)GLXAttribute.STENCIL_SIZE);
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visualAttributes.Add(stencil);
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}
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if (accum.BitsPerPixel > 0)
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{
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visualAttributes.Add((int)GLXAttribute.ACCUM_ALPHA_SIZE);
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visualAttributes.Add(accum.Alpha);
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visualAttributes.Add((int)GLXAttribute.ACCUM_BLUE_SIZE);
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visualAttributes.Add(accum.Blue);
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visualAttributes.Add((int)GLXAttribute.ACCUM_GREEN_SIZE);
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visualAttributes.Add(accum.Green);
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visualAttributes.Add((int)GLXAttribute.ACCUM_RED_SIZE);
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visualAttributes.Add(accum.Red);
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}
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if (samples > 0)
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{
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visualAttributes.Add((int)GLXAttribute.SAMPLE_BUFFERS);
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visualAttributes.Add(1);
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visualAttributes.Add((int)GLXAttribute.SAMPLES);
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visualAttributes.Add(samples);
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}
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if (stereo)
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visualAttributes.Add((int)GLXAttribute.STEREO);
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visualAttributes.Add(0);
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Debug.Print("Falling back to glXChooseVisual.");
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IntPtr display = API.DefaultDisplay;
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return Glx.ChooseVisual(display, Functions.XDefaultScreen(display), visualAttributes.ToArray());
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}
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#endregion
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}
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}
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